Sony Interactive Entertainment announces the PlayStation Studios Accessibility Community Council

Sony Interactive Entertainment, the company behind PlayStation, aim to build a future for players of all abilities. Accessibility is a core part of this mission, ensuring more players can enjoy, engage with, and see themselves reflected in the games they create.
Understanding the perspectives from gamers with lived experience leads to the creation of new and innovative accessibility features. From the creation of sightless navigation in blockbuster games like The Last of Us Part II, to transformative new hardware like the Access controller, feedback from gamers with disabilities has been an important part of development at SIE. Now, they are leveling up how they collaborate.
The PlayStation Studios Accessibility Community Council is a dedicated, global group of 15 third-party accessibility consultants with a broad range of access needs working in ongoing partnership with SIE studios. The Council combines lived experience with deep expertise, helping game development teams move beyond assumptions and design with greater confidence and clarity.
The inaugural members of the Accessibility Community Council are Ben Breen, Cameron Keywood, Cesar Flores, Christopher Robinson, David Deacon, Dr. Amy Kavanagh, James Rath, James Toland, Li Brady, Mikey Starovoytov, Paul Lane, Ross Minor, Sam Kitchen, Shaz Shanghanoo, and Steve Saylor. As founding members, they are helping establish the Council as an ongoing partnership between PlayStation Studios and the disability community. Looking ahead, SIE plans to continue growing the Council globally, including expanding representation through the addition of Japanese games accessibility consultants to better support studios and players across different regions and cultures.

The Council’s insights are embedded directly into development. Through Accessibility Play Days and targeted research, council members provide feedback on in-development games, helping teams identify barriers early and prioritise meaningful improvements. Alongside this, they work with Studios through talks and Inclusive Design Workshops, building accessibility knowledge and confidence across teams. The Council also serves as an ongoing forum for discussion, sharing perspectives on emerging topics, community sentiment, and player experience across PlayStation.
The Accessibility Community Council is already making an impact, supporting projects across PlayStation Studios, including contributing to the recently released SAROS by Housemarque by providing feedback that contributed to the development of the Fall Protection system. With strong engagement from teams and positive feedback from consultants, this is just the beginning.
You can check out the full announcement here.
Victor Dima
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